Mercurial > sdl-ios-xcode
annotate test/testsprite2.c @ 3495:1b22878e04d0
Adam Strzelecki to SDL
D3D renderer shall try mapping YV12 and I420 (IYUV) to D3D texture formats via FOURCC. This will enable HW acceleration for those formats when driver is capable (most of them are). Note that SDL's IYUV maps I420 FOURCC on Woe.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Fri, 27 Nov 2009 03:11:26 +0000 |
parents | 0d7b20a4a629 |
children | 0267b8b1595c |
rev | line source |
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1895
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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1 /* Simple program: Move N sprites around on the screen as fast as possible */ |
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2 |
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3 #include <stdlib.h> |
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Streamlined the API a bit and optimized the software renderer.
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4 #include <stdio.h> |
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5 #include <time.h> |
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6 |
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7 #include "common.h" |
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8 |
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9 #define NUM_SPRITES 100 |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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10 #define MAX_SPEED 1 |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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11 |
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12 static CommonState *state; |
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13 static int num_sprites; |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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14 static SDL_TextureID *sprites; |
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15 static SDL_bool cycle_color; |
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Added source color and alpha modulation support.
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16 static SDL_bool cycle_alpha; |
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Added source color and alpha modulation support.
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17 static int cycle_direction = 1; |
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18 static int current_alpha = 0; |
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19 static int current_color = 0; |
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20 static SDL_Rect *positions; |
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21 static SDL_Rect *velocities; |
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22 static int sprite_w, sprite_h; |
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Date: Fri, 19 Dec 2008 20:17:35 +0100
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23 static SDL_BlendMode blendMode = SDL_BLENDMODE_MASK; |
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SDL constants are all uppercase.
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24 static SDL_TextureScaleMode scaleMode = SDL_TEXTURESCALEMODE_NONE; |
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25 |
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26 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ |
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27 static void |
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28 quit(int rc) |
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29 { |
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30 if (sprites) { |
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31 SDL_free(sprites); |
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32 } |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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33 if (positions) { |
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34 SDL_free(positions); |
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35 } |
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36 if (velocities) { |
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37 SDL_free(velocities); |
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38 } |
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39 CommonQuit(state); |
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40 exit(rc); |
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41 } |
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42 |
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43 int |
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44 LoadSprite(char *file) |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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45 { |
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46 int i; |
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47 SDL_Surface *temp; |
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48 |
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49 /* Load the sprite image */ |
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50 temp = SDL_LoadBMP(file); |
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51 if (temp == NULL) { |
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52 fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError()); |
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53 return (-1); |
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54 } |
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55 sprite_w = temp->w; |
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56 sprite_h = temp->h; |
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57 |
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58 /* Set transparent pixel as the pixel at (0,0) */ |
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59 if (temp->format->palette) { |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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60 SDL_SetColorKey(temp, SDL_SRCCOLORKEY, *(Uint8 *) temp->pixels); |
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61 } else { |
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62 switch (temp->format->BitsPerPixel) { |
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63 case 15: |
3186 | 64 SDL_SetColorKey(temp, SDL_SRCCOLORKEY, |
65 (*(Uint16 *) temp->pixels) & 0x00007FFF); | |
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66 break; |
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67 case 16: |
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68 SDL_SetColorKey(temp, SDL_SRCCOLORKEY, *(Uint16 *) temp->pixels); |
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69 break; |
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70 case 24: |
3186 | 71 SDL_SetColorKey(temp, SDL_SRCCOLORKEY, |
72 (*(Uint32 *) temp->pixels) & 0x00FFFFFF); | |
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73 break; |
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74 case 32: |
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75 SDL_SetColorKey(temp, SDL_SRCCOLORKEY, *(Uint32 *) temp->pixels); |
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76 break; |
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77 } |
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78 } |
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79 |
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80 /* Create textures from the image */ |
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81 for (i = 0; i < state->num_windows; ++i) { |
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82 SDL_SelectRenderer(state->windows[i]); |
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Emphasized the separation between SDL_Surface and SDL_Texture
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83 sprites[i] = SDL_CreateTextureFromSurface(0, temp); |
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84 if (!sprites[i]) { |
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Fall back to opaque sprite if no formats with alpha are supported.
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85 SDL_SetColorKey(temp, 0, 0); |
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Fall back to opaque sprite if no formats with alpha are supported.
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86 sprites[i] = SDL_CreateTextureFromSurface(0, temp); |
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87 } |
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88 if (!sprites[i]) { |
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89 fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError()); |
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90 SDL_FreeSurface(temp); |
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91 return (-1); |
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92 } |
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93 SDL_SetTextureBlendMode(sprites[i], blendMode); |
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94 SDL_SetTextureScaleMode(sprites[i], scaleMode); |
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95 } |
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96 SDL_FreeSurface(temp); |
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97 |
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98 /* We're ready to roll. :) */ |
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99 return (0); |
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100 } |
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101 |
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102 void |
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103 MoveSprites(SDL_WindowID window, SDL_TextureID sprite) |
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104 { |
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105 int i, n; |
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106 int window_w, window_h; |
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Added more tests for the different primitive types
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107 SDL_Rect temp; |
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Fixed Direct3D rendering
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108 SDL_Rect *position, *velocity; |
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109 |
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110 SDL_SelectRenderer(window); |
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111 |
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112 /* Query the sizes */ |
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113 SDL_GetWindowSize(window, &window_w, &window_h); |
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114 |
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115 /* Cycle the color and alpha, if desired */ |
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116 if (cycle_color) { |
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117 current_color += cycle_direction; |
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118 if (current_color < 0) { |
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119 current_color = 0; |
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120 cycle_direction = -cycle_direction; |
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121 } |
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122 if (current_color > 255) { |
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123 current_color = 255; |
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124 cycle_direction = -cycle_direction; |
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125 } |
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126 SDL_SetTextureColorMod(sprite, 255, (Uint8) current_color, |
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127 (Uint8) current_color); |
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128 } |
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129 if (cycle_alpha) { |
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130 current_alpha += cycle_direction; |
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131 if (current_alpha < 0) { |
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132 current_alpha = 0; |
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133 cycle_direction = -cycle_direction; |
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134 } |
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135 if (current_alpha > 255) { |
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136 current_alpha = 255; |
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137 cycle_direction = -cycle_direction; |
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138 } |
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139 SDL_SetTextureAlphaMod(sprite, (Uint8) current_alpha); |
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140 } |
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141 |
3264 | 142 /* Draw a gray background */ |
143 SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF); | |
144 SDL_RenderFill(NULL); | |
145 | |
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146 /* Test points */ |
3264 | 147 SDL_SetRenderDrawColor(0xFF, 0x00, 0x00, 0xFF); |
148 SDL_RenderPoint(0, 0); | |
149 SDL_RenderPoint(window_w-1, 0); | |
150 SDL_RenderPoint(0, window_h-1); | |
151 SDL_RenderPoint(window_w-1, window_h-1); | |
152 | |
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153 /* Test horizontal and vertical lines */ |
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154 SDL_SetRenderDrawColor(0x00, 0xFF, 0x00, 0xFF); |
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155 SDL_RenderLine(1, 0, window_w-2, 0); |
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156 SDL_RenderLine(1, window_h-1, window_w-2, window_h-1); |
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157 SDL_RenderLine(0, 1, 0, window_h-2); |
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158 SDL_RenderLine(window_w-1, 1, window_w-1, window_h-2); |
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159 |
3266 | 160 /* Test fill and copy */ |
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161 SDL_SetRenderDrawColor(0xFF, 0xFF, 0xFF, 0xFF); |
3266 | 162 temp.x = 1; |
163 temp.y = 1; | |
164 temp.w = sprite_w; | |
165 temp.h = sprite_h; | |
166 SDL_RenderFill(&temp); | |
167 SDL_RenderCopy(sprite, NULL, &temp); | |
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168 temp.x = window_w-sprite_w-1; |
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169 temp.y = 1; |
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170 temp.w = sprite_w; |
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171 temp.h = sprite_h; |
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172 SDL_RenderFill(&temp); |
3266 | 173 SDL_RenderCopy(sprite, NULL, &temp); |
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174 temp.x = 1; |
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175 temp.y = window_h-sprite_h-1; |
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176 temp.w = sprite_w; |
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177 temp.h = sprite_h; |
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178 SDL_RenderFill(&temp); |
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179 SDL_RenderCopy(sprite, NULL, &temp); |
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180 temp.x = window_w-sprite_w-1; |
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181 temp.y = window_h-sprite_h-1; |
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182 temp.w = sprite_w; |
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183 temp.h = sprite_h; |
3266 | 184 SDL_RenderFill(&temp); |
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185 SDL_RenderCopy(sprite, NULL, &temp); |
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186 |
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187 /* Test diagonal lines */ |
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188 SDL_SetRenderDrawColor(0x00, 0xFF, 0x00, 0xFF); |
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189 SDL_RenderLine(sprite_w, sprite_h, |
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190 window_w-sprite_w-2, window_h-sprite_h-2); |
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191 SDL_RenderLine(window_w-sprite_w-2, sprite_h, |
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192 sprite_w, window_h-sprite_h-2); |
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193 |
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194 /* Move the sprite, bounce at the wall, and draw */ |
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195 n = 0; |
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196 for (i = 0; i < num_sprites; ++i) { |
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197 position = &positions[i]; |
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198 velocity = &velocities[i]; |
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199 position->x += velocity->x; |
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200 if ((position->x < 0) || (position->x >= (window_w - sprite_w))) { |
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201 velocity->x = -velocity->x; |
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202 position->x += velocity->x; |
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203 } |
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204 position->y += velocity->y; |
2834 | 205 if ((position->y < 0) || (position->y >= (window_h - sprite_h))) { |
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206 velocity->y = -velocity->y; |
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207 position->y += velocity->y; |
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208 } |
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209 |
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210 /* Blit the sprite onto the screen */ |
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211 SDL_RenderCopy(sprite, NULL, position); |
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212 } |
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213 |
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214 /* Update the screen! */ |
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215 SDL_RenderPresent(); |
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216 } |
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217 |
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218 int |
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219 main(int argc, char *argv[]) |
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220 { |
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221 int i, done; |
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222 SDL_Event event; |
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223 Uint32 then, now, frames; |
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224 |
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225 /* Initialize parameters */ |
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226 num_sprites = NUM_SPRITES; |
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227 |
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228 /* Initialize test framework */ |
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229 state = CommonCreateState(argv, SDL_INIT_VIDEO); |
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230 if (!state) { |
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231 return 1; |
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232 } |
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233 for (i = 1; i < argc;) { |
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234 int consumed; |
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235 |
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236 consumed = CommonArg(state, i); |
1915
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237 if (consumed == 0) { |
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238 consumed = -1; |
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239 if (SDL_strcasecmp(argv[i], "--blend") == 0) { |
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240 if (argv[i + 1]) { |
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241 if (SDL_strcasecmp(argv[i + 1], "none") == 0) { |
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242 blendMode = SDL_BLENDMODE_NONE; |
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243 consumed = 2; |
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244 } else if (SDL_strcasecmp(argv[i + 1], "mask") == 0) { |
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245 blendMode = SDL_BLENDMODE_MASK; |
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246 consumed = 2; |
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247 } else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) { |
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248 blendMode = SDL_BLENDMODE_BLEND; |
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249 consumed = 2; |
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250 } else if (SDL_strcasecmp(argv[i + 1], "add") == 0) { |
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251 blendMode = SDL_BLENDMODE_ADD; |
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252 consumed = 2; |
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253 } else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) { |
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254 blendMode = SDL_BLENDMODE_MOD; |
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255 consumed = 2; |
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256 } |
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257 } |
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258 } else if (SDL_strcasecmp(argv[i], "--scale") == 0) { |
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259 if (argv[i + 1]) { |
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260 if (SDL_strcasecmp(argv[i + 1], "none") == 0) { |
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261 scaleMode = SDL_TEXTURESCALEMODE_NONE; |
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262 consumed = 2; |
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263 } else if (SDL_strcasecmp(argv[i + 1], "fast") == 0) { |
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264 scaleMode = SDL_TEXTURESCALEMODE_FAST; |
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265 consumed = 2; |
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266 } else if (SDL_strcasecmp(argv[i + 1], "slow") == 0) { |
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267 scaleMode = SDL_TEXTURESCALEMODE_SLOW; |
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268 consumed = 2; |
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269 } else if (SDL_strcasecmp(argv[i + 1], "best") == 0) { |
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270 scaleMode = SDL_TEXTURESCALEMODE_BEST; |
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271 consumed = 2; |
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272 } |
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273 } |
1985
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274 } else if (SDL_strcasecmp(argv[i], "--cyclecolor") == 0) { |
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275 cycle_color = SDL_TRUE; |
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276 consumed = 1; |
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277 } else if (SDL_strcasecmp(argv[i], "--cyclealpha") == 0) { |
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278 cycle_alpha = SDL_TRUE; |
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279 consumed = 1; |
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280 } else if (SDL_isdigit(*argv[i])) { |
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Implemented blend modes in the D3D renderer
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281 num_sprites = SDL_atoi(argv[i]); |
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282 consumed = 1; |
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283 } |
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284 } |
1914
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285 if (consumed < 0) { |
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286 fprintf(stderr, |
1985
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287 "Usage: %s %s [--blend none|mask|blend|add|mod] [--scale none|fast|slow|best] [--cyclecolor] [--cyclealpha]\n", |
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288 argv[0], CommonUsage(state)); |
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289 quit(1); |
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290 } |
1914
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291 i += consumed; |
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292 } |
1914
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293 if (!CommonInit(state)) { |
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294 quit(2); |
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295 } |
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296 |
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297 /* Create the windows, initialize the renderers, and load the textures */ |
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298 sprites = |
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299 (SDL_TextureID *) SDL_malloc(state->num_windows * sizeof(*sprites)); |
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300 if (!sprites) { |
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301 fprintf(stderr, "Out of memory!\n"); |
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302 quit(2); |
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303 } |
1914
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304 for (i = 0; i < state->num_windows; ++i) { |
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305 SDL_SelectRenderer(state->windows[i]); |
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306 SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF); |
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307 SDL_RenderFill(NULL); |
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308 } |
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309 if (LoadSprite("icon.bmp") < 0) { |
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310 quit(2); |
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311 } |
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312 |
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313 /* Allocate memory for the sprite info */ |
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314 positions = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect)); |
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315 velocities = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect)); |
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316 if (!positions || !velocities) { |
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|
317 fprintf(stderr, "Out of memory!\n"); |
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318 quit(2); |
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319 } |
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|
320 srand(time(NULL)); |
1965
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SDL constants are all uppercase.
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|
321 if (scaleMode != SDL_TEXTURESCALEMODE_NONE) { |
1917
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Implemented scaling in the D3D renderer
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322 sprite_w += sprite_w / 2; |
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323 sprite_h += sprite_h / 2; |
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324 } |
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325 for (i = 0; i < num_sprites; ++i) { |
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326 positions[i].x = rand() % (state->window_w - sprite_w); |
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327 positions[i].y = rand() % (state->window_h - sprite_h); |
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328 positions[i].w = sprite_w; |
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|
329 positions[i].h = sprite_h; |
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|
330 velocities[i].x = 0; |
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331 velocities[i].y = 0; |
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|
332 while (!velocities[i].x && !velocities[i].y) { |
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|
333 velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; |
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334 velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; |
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|
335 } |
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|
336 } |
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|
337 |
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Implemented multi-window OpenGL program with test framework.
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|
338 /* Main render loop */ |
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339 frames = 0; |
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|
340 then = SDL_GetTicks(); |
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341 done = 0; |
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|
342 while (!done) { |
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|
343 /* Check for events */ |
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344 ++frames; |
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|
345 while (SDL_PollEvent(&event)) { |
1914
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Added a test program framework for easy initialization.
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|
346 CommonEvent(state, &event, &done); |
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347 switch (event.type) { |
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348 case SDL_WINDOWEVENT: |
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349 switch (event.window.event) { |
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350 case SDL_WINDOWEVENT_EXPOSED: |
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|
351 SDL_SelectRenderer(event.window.windowID); |
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352 SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF); |
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353 SDL_RenderFill(NULL); |
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354 break; |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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355 } |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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|
356 break; |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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|
357 default: |
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|
358 break; |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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359 } |
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360 } |
1914
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Added a test program framework for easy initialization.
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361 for (i = 0; i < state->num_windows; ++i) { |
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362 MoveSprites(state->windows[i], sprites[i]); |
1895
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363 } |
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364 } |
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365 |
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366 /* Print out some timing information */ |
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367 now = SDL_GetTicks(); |
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368 if (now > then) { |
2786 | 369 double fps = ((double) frames * 1000) / (now - then); |
2783
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Fixed Direct3D rendering
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370 printf("%2.2f frames per second\n", fps); |
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371 } |
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372 quit(0); |
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373 } |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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374 |
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375 /* vi: set ts=4 sw=4 expandtab: */ |